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251 changed files with 6562 additions and 26942 deletions
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@@ -1,21 +0,0 @@
### Description
<!--- Clearly describe the changes introduced by this PR. What was fixed, added, or updated? --->
### Reproduction Steps and Savefile (if available)
<!--- Provide detailed steps to reproduce the issue. Include a savefile if applicable, preferrably for Sonora --->
### Screenshots
<!--- If the PR includes visual changes, add screenshots here. --->
<!---
**Important Notes**
- *Preview builds are not available for pull requests from forked repositories.* To enable preview builds, submit the PR from a branch within this repository.
--->
-42
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@@ -1,42 +0,0 @@
name: Auto Format with Clang
on:
pull_request:
types: [opened, synchronize]
push:
branches: [main]
jobs:
format:
runs-on: ubuntu-latest
if: github.actor != 'github-actions[bot]' && (github.event_name != 'pull_request' || github.event.pull_request.head.repo.full_name == github.repository)
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
ref: ${{ github.head_ref || github.ref_name }}
token: ${{ secrets.PAT_FOR_ACTIONS }}
- name: Run clang-format via Docker
run: |
docker run --rm \
-v ${{ github.workspace }}:/app --workdir /app \
--user $(id -u):$(id -g) silkeh/clang:18 \
bash -c 'find src -type f \( -name "*.cc" -o -name "*.h" \) -print0 | xargs -0 clang-format -i'
# https://github.com/actions/checkout?tab=readme-ov-file#push-a-commit-to-a-pr-using-the-built-in-token
- name: Check and commit changes if needed
run: |
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
if ! git diff --quiet; then
git diff
git commit -am "chore: auto-format with clang-format"
git push
else
echo "No formatting changes"
fi
+13 -49
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@@ -14,16 +14,6 @@ jobs:
runs-on: ubuntu-latest
permissions: write-all
steps:
- name: start deployment
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
uses: bobheadxi/deployments@v1
id: deployment
with:
ref: ${{ github.event.pull_request.head.sha }}
step: start
debug: true
env: preview-${{ github.event.pull_request.number }}
- name: Clone
uses: actions/checkout@v4
@@ -40,7 +30,13 @@ jobs:
git config --global --add safe.directory "*"
mkdir -p build
cd build
emcmake cmake ../ -DCMAKE_TOOLCHAIN_FILE=../cmake/toolchain/Emscripten.cmake -DCMAKE_BUILD_TYPE=Release && emmake make VERBOSE=1 -j 4
if [[ "$GITHUB_EVENT_NAME" == "pull_request" ]]; then
export BUILD_TYPE=Debug
else
export BUILD_TYPE=Release
fi
emcmake cmake ../ -DCMAKE_TOOLCHAIN_FILE=../cmake/toolchain/Emscripten.cmake -DCMAKE_BUILD_TYPE=${BUILD_TYPE}
emmake make VERBOSE=1 -j 4
cd ..
- name: Add node
@@ -86,10 +82,6 @@ jobs:
SITE_BASE: ${{ steps.set-path.outputs.SITE_BASE }}
F2_GAME_VERSION: Game=${{github.event.pull_request.head.sha || github.sha }}
- name: Place hash file
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: echo "$GITHUB_SHA" > fallout2-ce-ems/dist/site_hash.txt
- name: Install rsync (required for the next step)
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: |
@@ -103,39 +95,11 @@ jobs:
folder: fallout2-ce-ems/dist
target-folder: ${{ steps.set-path.outputs.DEST_DIR }}
clean: false
single-commit: true
- name: Check that site is deployed
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: |
URL="$SITE_ORIGIN""$SITE_BASE""site_hash.txt"
echo "Expecting $GITHUB_SHA from $URL"
for i in `seq 1 80`; do
got="$(curl -fsSL --max-time 10 "$URL" | tr -d '\r\n' || true)"
if [ "$got" = "$GITHUB_SHA" ]; then
echo "âś… Match on attempt $i: ${got}"
exit 0
fi
echo "Received $got, waiting"
sleep 5
done
exit 1
env:
SITE_ORIGIN: https://${{ github.repository_owner }}.github.io
SITE_BASE: ${{ steps.set-path.outputs.SITE_BASE }}
- name: Update deployment status
- name: Comment preview URL on PR
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
uses: bobheadxi/deployments@v1
with:
step: finish
status: success
debug: true
env: ${{ steps.deployment.outputs.env }}
deployment_id: ${{ steps.deployment.outputs.deployment_id }}
ref: ${{ github.event.pull_request.head.sha }}
env_url: https://${{ github.repository_owner }}.github.io/fallout2-ce/PR-${{ github.event.pull_request.number }}/
run: |
gh pr comment ${{ github.event.pull_request.number }} \
--body "🚀 WebAssembly PR Preview for ${{github.event.pull_request.head.sha || github.sha }} is available at: https://${{ github.repository_owner }}.github.io/fallout2-ce/PR-${{ github.event.pull_request.number }}/"
env:
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
+9 -18
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@@ -87,7 +87,7 @@ jobs:
uses: actions/cache@v4
with:
path: os/android/app/.cxx
key: android-cmake-v101
key: android-cmake-v2
- name: Setup signing config
if: env.KEYSTORE_FILE_BASE64 != '' && env.KEYSTORE_PROPERTIES_FILE_BASE64 != ''
@@ -128,7 +128,7 @@ jobs:
uses: actions/cache@v4
with:
path: out
key: ios-cmake-v101
key: ios-cmake-v5
- name: Configure
run: |
@@ -183,7 +183,7 @@ jobs:
uses: actions/cache@v4
with:
path: out
key: linux-${{ matrix.arch }}-cmake-v101
key: linux-${{ matrix.arch }}-cmake-v3
- name: Configure
run: |
@@ -288,7 +288,7 @@ jobs:
uses: actions/cache@v4
with:
path: out
key: macos-cmake-v101
key: macos-cmake-v6
- name: Configure
run: |
@@ -313,7 +313,7 @@ jobs:
windows:
name: Windows (${{ matrix.arch }})
runs-on: windows-2025
runs-on: windows-2019
strategy:
fail-fast: false
@@ -328,28 +328,19 @@ jobs:
- name: Clone
uses: actions/checkout@v4
- name: Install Visual Studio 2022 Build Tools with v141_xp
shell: cmd
run: |
choco install visualstudio2022buildtools -y --package-parameters="'--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.VC.v141.x86.x64 --add Microsoft.VisualStudio.Component.VC.v141.xp --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.10240 --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --add Microsoft.VisualStudio.Component.WinXP'"
- name: Cache cmake build
uses: actions/cache@v4
with:
path: out
key: windows-${{ matrix.arch }}-cmake-v102
key: windows-${{ matrix.arch }}-cmake-v2
- name: Configure
shell: cmd
run: |
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\Common7\Tools\VsDevCmd.bat" ^
&& cmake --preset windows-${{ matrix.arch }}
cmake --preset windows-${{ matrix.arch }}
- name: Build
shell: cmd
run: |
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\Common7\Tools\VsDevCmd.bat" ^
&& cmake --build --preset windows-${{ matrix.arch }}-release
cmake --build --preset windows-${{ matrix.arch }}-release
- name: Change executable file name
run: |
@@ -432,4 +423,4 @@ jobs:
tag_name: continious
draft: false
prerelease: true
name: Fallout2-CE Continuous Build
name: Fallout2-CE Continuous Build
+2 -24
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@@ -12,7 +12,6 @@ jobs:
runs-on: ubuntu-latest
permissions:
contents: write
deployments: write
steps:
- name: Checkout gh-pages branch
uses: actions/checkout@v4
@@ -30,26 +29,5 @@ jobs:
run: |
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
CURRENT_BRANCH=$(git rev-parse --abbrev-ref HEAD)
echo "Current branch: $CURRENT_BRANCH"
if [ "$CURRENT_BRANCH" != "gh-pages" ]; then
echo "❌ Refusing to force-push to non-gh-pages branch: $CURRENT_BRANCH"
exit 1
fi
if git diff --cached --quiet; then
echo "No changes to commit"
else
git commit --amend -m "đźš® Remove preview for closed PR #${{ github.event.pull_request.number }}"
git push --force
fi
- name: mark environment as deactivated
uses: bobheadxi/deployments@v1
with:
step: deactivate-env
env: preview-${{ github.event.pull_request.number }}
desc: Environment was pruned
debug: true
git commit -am "đźš® Remove preview for closed PR #${{ github.event.pull_request.number }}"
git push
+10 -12
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@@ -243,7 +243,7 @@ jobs:
windows:
name: Windows (${{ matrix.arch }})
runs-on: windows-2025
runs-on: windows-2019
strategy:
fail-fast: false
@@ -258,11 +258,6 @@ jobs:
- name: Clone
uses: actions/checkout@v4
- name: Install Visual Studio 2019 Build Tools with v141_xp
shell: cmd
run: |
choco install visualstudio2019buildtools -y --package-parameters="'--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.VC.v141.x86.x64 --add Microsoft.VisualStudio.Component.VC.v141.xp --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.10240 --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --add Microsoft.VisualStudio.Component.WinXP'"
- name: Cache cmake build
uses: actions/cache@v4
with:
@@ -270,16 +265,19 @@ jobs:
key: windows-${{ matrix.arch }}-cmake-v1
- name: Configure
shell: cmd
run: |
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\Common7\Tools\VsDevCmd.bat" ^
&& cmake -B build -G "Visual Studio 16 2019" -A ${{ matrix.generator-platform }}
cmake \
-B build \
-G "Visual Studio 16 2019" \
-A ${{ matrix.generator-platform }} \
# EOL
- name: Build
shell: cmd
run: |
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\Common7\Tools\VsDevCmd.bat" ^
&& cmake --build build --config RelWithDebInfo
cmake \
--build build \
--config RelWithDebInfo \
# EOL
- name: Upload
run: |
-1
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@@ -10,7 +10,6 @@
*.userosscache
*.sln.docstates
.DS_Store
.local-tools/
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
+1 -42
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@@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.18)
cmake_minimum_required(VERSION 3.13)
set(CMAKE_POLICY_DEFAULT_CMP0077 NEW)
@@ -62,8 +62,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/combat.h"
"src/config.cc"
"src/config.h"
"src/content_config.cc"
"src/content_config.h"
"src/credits.cc"
"src/credits.h"
"src/critter.cc"
@@ -104,8 +102,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/font_manager.h"
"src/game_config.cc"
"src/game_config.h"
"src/game_config_migration.cc"
"src/game_config_migration.h"
"src/game_dialog.cc"
"src/game_dialog.h"
"src/game_memory.cc"
@@ -176,8 +172,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/obj_types.h"
"src/object.cc"
"src/object.h"
"src/opcode_context.cc"
"src/opcode_context.h"
"src/options.cc"
"src/options.h"
"src/palette.cc"
@@ -292,21 +286,12 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/sfall_metarules.h"
"src/sfall_opcodes.cc"
"src/sfall_opcodes.h"
"src/sfall_script_hooks.cc"
"src/sfall_arrays.cc"
"src/sfall_arrays.h"
"src/sfall_animation.cc"
"src/sfall_animation.h"
"src/sfall_callbacks.cc"
"src/sfall_callbacks.h"
"src/touch.cc"
"src/touch.h"
"src/scan_unimplemented.cc"
"third_party/lodepng/lodepng.cpp"
)
target_include_directories(${EXECUTABLE_NAME} PUBLIC "third_party/lodepng")
if(IOS)
target_sources(${EXECUTABLE_NAME} PUBLIC
"src/platform/ios/paths.h"
@@ -320,15 +305,12 @@ if(WIN32)
_CRT_NONSTDC_NO_WARNINGS
NOMINMAX
WIN32_LEAN_AND_MEAN
_STATIC_CPPLIB
)
endif()
if(WIN32)
target_link_libraries(${EXECUTABLE_NAME}
winmm
debug libcpmtd
optimized libcpmt
)
endif()
@@ -440,7 +422,6 @@ endif()
add_subdirectory("third_party/fpattern")
target_link_libraries(${EXECUTABLE_NAME} fpattern::fpattern)
target_link_libraries(${EXECUTABLE_NAME} fpattern_windows::fpattern_windows)
target_link_libraries(${EXECUTABLE_NAME} ${ZLIB_LIBRARIES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${ZLIB_INCLUDE_DIRS})
@@ -448,28 +429,6 @@ target_include_directories(${EXECUTABLE_NAME} PRIVATE ${ZLIB_INCLUDE_DIRS})
target_link_libraries(${EXECUTABLE_NAME} ${SDL2_LIBRARIES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${SDL2_INCLUDE_DIRS})
add_executable(fallout2-dat
"tools/dat_tool.cc"
"src/dfile.cc"
"src/platform_compat.cc"
)
if(APPLE)
set_target_properties(fallout2-dat PROPERTIES
XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED "NO"
XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED "NO"
)
endif()
target_link_libraries(fallout2-dat
fpattern_windows::fpattern_windows
${ZLIB_LIBRARIES}
${SDL2_LIBRARIES}
)
target_include_directories(fallout2-dat PRIVATE "src")
target_include_directories(fallout2-dat PRIVATE ${ZLIB_INCLUDE_DIRS})
target_include_directories(fallout2-dat PRIVATE ${SDL2_INCLUDE_DIRS})
if(APPLE)
if(IOS)
install(TARGETS ${EXECUTABLE_NAME} DESTINATION "Payload")
+6 -3
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@@ -28,12 +28,12 @@
"inherits": [
"windows-base"
],
"generator": "Visual Studio 17 2022",
"generator": "Visual Studio 16 2019",
"architecture": "Win32",
"cacheVariables": {
"CMAKE_GENERATOR_TOOLSET": "v141_xp",
"CMAKE_C_FLAGS": "/D_WIN32_WINNT=0x0501",
"CMAKE_CXX_FLAGS": "/D_WIN32_WINNT=0x0501 /D_STATIC_CPPLIB",
"CMAKE_CXX_FLAGS": "/D_WIN32_WINNT=0x0501",
"CMAKE_MSVC_RUNTIME_LIBRARY": "MultiThreaded$<$<CONFIG:Debug>:Debug>"
}
},
@@ -42,7 +42,7 @@
"inherits": [
"windows-base"
],
"generator": "Visual Studio 17 2022",
"generator": "Visual Studio 16 2019",
"architecture": "x64",
"cacheVariables": {
"CMAKE_MSVC_RUNTIME_LIBRARY": "MultiThreaded$<$<CONFIG:Debug>:Debug>"
@@ -119,6 +119,9 @@
"base"
],
"generator": "Xcode",
"cacheVariables": {
"CMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY": ""
},
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
-40
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@@ -1,40 +0,0 @@
# Contributing
This file is currently a shell to be filled in over time. For now, it only captures project-specific maintenance notes that are easy to miss.
## `.dat` CLI Tool
There is a small command-line archive tool in this repo for inspecting Fallout `.dat` files using the same reader implementation as the game.
Build it with `make TARGET=fallout2-dat`.
The executable is written to your selected `BUILD_DIR`, so the default path is `out/build/local-debug-arm64/fallout2-dat` on this macOS setup, but other platforms or custom build directories will differ.
The current tool is read-only. Available commands:
1. `./<BUILD_DIR>/fallout2-dat <archive.dat> list [pattern]`
2. `./<BUILD_DIR>/fallout2-dat <archive.dat> info [pattern]`
3. `./<BUILD_DIR>/fallout2-dat <archive.dat> extract [--lower] <output-dir> [pattern]`
4. `./<BUILD_DIR>/fallout2-dat <archive.dat> cat <entry>`
Use `--lower` with `extract` when you want every extracted file and directory name forced to lowercase.
For example, from `/Applications/Fallout2Codex` you can run:
`/Users/klaas/game/fallout2-ce/out/build/local-debug-arm64/fallout2-dat master.dat extract --lower /tmp/fallout2-dat-lower data\\*`
## Updating SDL
SDL is pinned for native builds in `third_party/sdl2/CMakeLists.txt`. Right now, Android also relies on checked-in Java bindings in `os/android/app/src/main/java/org/libsdl/app`, and those bindings must match the SDL version fetched by CMake.
When updating SDL:
1. Update the SDL tag in `third_party/sdl2/CMakeLists.txt`.
2. Run an Android build once so Gradle/CMake fetch the new SDL source tree.
3. Copy the Android Java bindings from the fetched SDL checkout into `os/android/app/src/main/java/org/libsdl/app`.
Source path pattern:
`os/android/app/.cxx/<Variant>/<Hash>/arm64-v8a/_deps/sdl2-src/android-project/app/src/main/java/org/libsdl/app`
4. Rebuild Android and confirm the SDL sync guard passes.
The Android build contains a guard in `os/android/app/build.gradle` that fails if the checked-in Java bindings drift from the fetched native SDL source.
This is a hack, not a good long-term setup. The Java bindings are still duplicated in the repo instead of being sourced from the same SDL tree as the native build. That should be improved so Android does not depend on a manual copy/sync step.
+15 -40
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@@ -1,14 +1,14 @@
# Fallout 2 Community Edition
Fallout 2 Community Edition is a fully working re-implementation of Fallout 2, with the same original gameplay, engine bugfixes, and some quality of life improvements, that works (mostly) hassle-free on multiple platforms. This is a fork of the original project, which isn't getting regular updates.
Fallout 2 Community Edition is a fully working re-implementation of Fallout 2, with the same original gameplay, engine bugfixes, and some quality of life improvements, that works (mostly) hassle-free on multiple platforms.
Popular Fallout 2 total conversion mods are partially supported. Original versions of Nevada and Sonora (that do not rely on extended features provided by Sfall) work. [Fallout 2 Restoration Project](https://github.com/BGforgeNet/Fallout2_Restoration_Project), [Fallout Et Tu](https://github.com/rotators/Fo1in2) and [Olympus 2207](https://olympus2207.com) are not yet supported. Other mods (particularly Resurrection and Yesterday) are not tested.
Popular Fallout 2 total conversion mods are partially supported. Original versions of Nevada and Sonora (that do not rely on extended features provided by Sfall) likely work, although there is no complete walkthrough confirmation yet. [Fallout 2 Restoration Project](https://github.com/BGforgeNet/Fallout2_Restoration_Project), [Fallout Et Tu](https://github.com/rotators/Fo1in2) and [Olympus 2207](https://olympus2207.com) are not yet supported. Other mods (particularly Resurrection and Yesterday) are not tested.
There is also [Fallout Community Edition](https://github.com/alexbatalov/fallout1-ce) (not affiliated with this fork).
There is also [Fallout Community Edition](https://github.com/alexbatalov/fallout1-ce).
## Installation
You must own the game to play. Purchase your copy on [GOG](https://www.gog.com/game/fallout_2), [Epic Games](https://store.epicgames.com/p/fallout-2) or [Steam](https://store.steampowered.com/app/38410). Download latest [release](https://github.com/fallout2-ce/fallout2-ce/releases) or build from source.
You must own the game to play. Purchase your copy on [GOG](https://www.gog.com/game/fallout_2), [Epic Games](https://store.epicgames.com/p/fallout-2) or [Steam](https://store.steampowered.com/app/38410). Download latest [release](https://github.com/alexbatalov/fallout2-ce/releases) or build from source. You can also check latest [debug](https://github.com/alexbatalov/fallout2-ce/actions) build intended for testers.
### Windows
@@ -44,7 +44,7 @@ $ sudo apt install libsdl2-2.0-0
- Alternatively you can use Fallout 2 from Macplay/The Omni Group as a base - you need to extract game assets from the original bundle. Mount CD/DMG, right click `Fallout 2` -> `Show Package Contents`, navigate to `Contents/Resources`. Copy `GameData` folder somewhere, for example `/Applications/Fallout2`.
- Or if you're a Terminal user and have Homebrew installed you can extract the needed files from the GoG installer. **Note**: You must use "Offline backup game installer", not the main game installer.
- Or if you're a Terminal user and have Homebrew installed you can extract the needed files from the GoG installer:
```console
$ brew install innoextract
@@ -84,7 +84,7 @@ $ mv app /Applications/Fallout2
### Browser
> **NOTE**: WebAssembly build with emscripten
> **NOTE**: WebAssebly build with emscripten
```
docker run --rm -v $(pwd):/src emscripten/emsdk:3.1.74 sh -c 'git config --global --add safe.directory "*" && mkdir -p build && cd build && emcmake cmake ../ -DCMAKE_TOOLCHAIN_FILE=../cmake/toolchain/Emscripten.cmake && emmake make'
```
@@ -96,54 +96,29 @@ The main configuration file is `fallout2.cfg`. There are several important setti
The `sound` folder (with `music` folder inside) might be located either in `data` folder, or be in the Fallout folder. Update `music_path1` setting to match your hierarchy, usually it's `data/sound/music/` or `sound/music/`. Make sure it matches your path exactly (so it might be `SOUND/MUSIC/` if you've installed Fallout from CD). Music files themselves (with `ACM` extension) should be all uppercased, regardless of `sound` and `music` folders.
Additional settings for screen resolution, UI customization, and map options are now integrated into the main `fallout2.cfg` file (previously part of `f2_res.ini` from Mash's HRP). When Fallout 2 CE starts, if it detects an existing `f2_res.ini` file, it automatically migrates these settings into `fallout2.cfg`. After migration, `fallout2.cfg` becomes the single source of truth for this configuration.
The following settings can be configured in `fallout2.cfg` under the `[screen]` and `[ui]` sections:
The second configuration file is `f2_res.ini`. Use it to change game window size and enable/disable fullscreen mode.
```ini
[screen]
resolution_x=1600 ; actual game window size (screen resolution), in pixels
resolution_y=1080
windowed=1 ; 0 = fullscreen
scale=2 ; 1 = original scale, 2 = 2x scale, etc. (e.g. at scale 2 and screen resolution 1920x1080, in-game resolution will be 960x540, thus every pixel is twice as wide and tall)
[ui]
iface_bar_mode=0 ; 0 = interface bar below game window, 1 = interface bar overlaps game window
iface_bar_width=800 ; Width of interface bar (640 = original, 800 = extended)
iface_bar_side_art=2 ; Interface bar side art style (0=black, 1=metal grey, 2=leather, 3-8=alternative styles)
iface_bar_sides_ori=0 ; Side graphics orientation (0=extend from bar to edges, 1=extend from edges to bar)
splash_screen_size=1 ; Splash screen scaling (0=original size, 1=fit preserving aspect, 2=stretch to fill)
ignore_map_edges=0 ; Hi-res map scroll edges (0=enabled, 1=ignored)
[MAIN]
SCR_WIDTH=1280
SCR_HEIGHT=720
WINDOWED=1
```
**Recommendations:**
Recommendations:
- **Desktops**: Use any size you see fit.
- **Tablets**: Set these values to logical resolution of your device, for example iPad Pro 11 is 1668x2388 (pixels), but it's logical resolution is 834x1194 (points).
- **Mobile phones**: Set height to 480, calculate width according to your device screen (aspect) ratio, for example Samsung S21 is 20:9 device, so the width should be 480 * 20 / 9 = 1067.
In time this stuff will receive in-game interface, right now you have to do it manually. To see all currently working fallout2.cfg settings, just run the game once and quit. It will be automatically updated with defaults for every supported setting.
*Note*: Use of the IFACE_BAR settings requires the `f2_res.dat` file, which contains graphical assets. Various versions are available, but one compatible with the above settings can be found here: [f2_res.dat](https://github.com/fallout2-ce/fallout2-ce/raw/refs/heads/main/files/f2_res.dat)
In time this stuff will receive in-game interface, right now you have to do it manually.
The second configuration file is `ddraw.ini` (part of Sfall). There are dozens of options that adjust or override engine behaviour and gameplay mechanics. This file is intended for modders and advanced users.
For a sample ddraw.ini configuration file, containing all currently working settings use this link: [ddraw.ini](https://raw.githubusercontent.com/fallout2-ce/fallout2-ce/refs/heads/main/files/ddraw.ini)
## Quality of life benefits over vanilla Fallout
* High resolution support
* Increased pathfinding nodes 5x for more accurate pathfinding
* Ctrl-click to quickly move items when bartering, looting, or stealing
* _a_ to select "all" when selecting item quantity
* _a_ to `Take All` when looting
* When bartering, caps default to the right amount to balance the trade (if possible)
* Music continues playing between maps (requires config)
* Auto open doors (requires config)
The third configuration file is `ddraw.ini` (part of Sfall). There are dozens of options that adjust or override engine behaviour and gameplay mechanics. This file is intended for modders and advanced users. Currently only a small subset of these settings are actually implemented.
## Contributing
Integrating Sfall goodies is the top priority. Quality of life updates are OK too. Please no large scale refactorings at this time as we need to reconcile changes from Reference Edition, which will make this process slow and error-prone. In any case open up an issue with your suggestion or to notify other people that something is being worked on.
### Integrating Sfall
### Intergrating Sfall
There are literally hundreds if not thousands of fixes and features in sfall. I guess not all of them are needed in Community Edition, but for the sake of compatibility with big mods out there, let's integrate them all.
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# Sfall Compatibility
This document tracks Fallout 2 CE compatibility with sfall. This is for modders who need to know which Sfall features work in CE.
For now, this covers opcodes/metarules, and hooks. In the future, it will include other ways of modifying the engine (like ini files), and other Sfall-specific behaviour.
## Settings (ddraw.ini → fallout2.cfg / game.cfg)
Settings previously read from `ddraw.ini` have been moved into standard CE config files.
Most settings that control game behavior (premade characters, extra message files, combat tweaks, worldmap, etc.) have been moved into [`<DAT>/config/game.cfg`](files/ce.dat/config/game.cfg), which is a content-mod config file intended to be overridden by mods. See that file for the full list with descriptions.
The following settings were moved into [`fallout2.cfg`](files/fallout2.cfg) instead:
| ddraw.ini section | ddraw.ini key | fallout2.cfg section | fallout2.cfg key |
| --- | --- | --- | --- |
| `Misc` | `SkipOpeningMovies` | `ui` | `skip_opening_movies` |
| `Misc` | `DisplayKarmaChanges` | `ui` | `display_karma_changes` |
| `Misc` | `DisplayBonusDamage` | `ui` | `display_bonus_damage` |
| `Misc` | `NumbersInDialogue` | `ui` | `numbers_in_dialogue` |
| `Misc` | `AutoQuickSave` | `ui` | `auto_quick_save` |
| `Main` | `EnableHighResolutionStencil` | `ui` | `enable_high_resolution_stencil` |
| `Misc` | `ConsoleOutputPath` | `debug` | `console_output_path` |
| `Misc` | `GaplessMusic` | `sound` | `gapless_music` |
| `Misc` | `ScreenshotsFormat` | `system` | `screenshots_format` |
| `Misc` | `UseWalkDistance` | `qol` | `use_walk_distance` |
| `Misc` | `AutoOpenDoors` | `qol` | `auto_open_doors` |
## Opcodes / Metarules
See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/) for documentation on specific functions.
| Group | Opcodes In Group | Compatibility | Notes |
| --- | --- | --- | --- |
| Direct memory access| read_byte,short,int,string<br>write_byte,short,int,string<br>call_offset_vX | đźš« | Not possible. Open an issue if you need functionality not covered by other opcodes. |
| Stats | get/set_pc_base_stat<br>get/set_pc_extra_stat<br>get/set_critter_base_stat<br>get/set_critter_extra_stat | âś… | CE uses engine stat helpers here instead of sfall's direct proto-field behavior, so derived-stat update behavior can differ. |
| Stats / Alter min/max | get/set_stat_min/max<br>set_pc_stat_min/max<br>set_npc_stat_min/max | not implemented | - |
| Skills | get/set_critter_skill_points<br>get/set_available_skill_points<br>set_skill_max<br>set_critter_skill_mod<br>set_base_skill_mod<br>mod_skill_points_per_level | not implemented | - |
| Graphics | graphics_funcs_available<br>force_graphics_refresh<br>get_screen_width<br>get_screen_height<br>set_palette | implemented: only get_screen_width, get_screen_height | - |
| Shaders | load_shader<br>free_shader<br>activate_shader<br>deactivate_shader<br>set/get_shader_* | đźš« | likely will not implement direct compatibility
| Perks and traits | set_perk_image<br>set_perk_*<br>set_pyromaniac_mod<br>apply_heaveho_fix<br>set_swiftlearner_mod<br>has/set_fake_perk<br>has/set_fake_trait<br>set_selectable_perk<br>set_perkbox_title<br>show/hide_real_perks<br>perk_add_mode<br>clear_selectable_perks<br>add/remove_trait<br>seq_perk_freq | not implemented | - |
| Virtual file system | fs_create<br>fs_copy<br>fs_find<br>fs_read/write_*<br>fs_delete<br>fs_size<br>fs_pos<br>fs_seek<br>fs_resize | đźš« | Open an issue if you have a use case for these |
| Combat / Knockback | set_weapon_knockback<br>set_target_knockback<br>set_attacker_knockback<br>remove_weapon_knockback<br>remove_target_knockback<br>remove_attacker_knockback | not implemented | - |
| Maps and encounters | in_world_map<br>force_encounter<br>force_encounter_with_flags<br>set_map_time_multi<br>get/set_map_enter_position<br>exec_map_update_scripts<br>get/set_terrain_name<br>set_town_title<br>get/set_can_rest_on_map<br>set_rest_heal_time<br>set_rest_mode<br>set_worldmap_heal_time | implemented: in_world_map, force_encounter, force_encounter_with_flags, set_map_time_multi | - |
| Maps and encounters / Worldmap | get_world_map_x/y_pos<br>set_world_map_pos | âś… | - |
| Audio | eax_available<br>set_eax_environment<br>play_sfall_sound<br>stop_sfall_sound | not implemented | *eax* opcodes will not be implemented |
| Combat / Weapons and ammo | get/set_weapon_ammo_pid<br>get/set_weapon_ammo_count | âś… | - |
| Sfall / Version | sfall_ver_major<br>sfall_ver_minor<br>sfall_ver_build | âś… | CE currently reports `4.3.4` |
| Utility / Math | log, exponent, round, sqrt, abs, sin, cos, tan, arctan, ceil, ^, floor2, div | âś… | - |
| Keyboard and mouse | key_pressed<br>tap_key<br>get_mouse_x/y<br>get_mouse_buttons | âś… | - |
| Lists | list_begin<br>list_next<br>list_end<br>list_as_array<br>party_member_list | âś… | - |
| Explosions | set_attack_explosion_pattern<br>set_attack_explosion_art<br>set_attack_explosion_radius<br>set_attack_is_explosion_fire<br>set_explosion_radius<br>set_dynamite_damage<br>set_plastic_damage<br>get_explosion_damage<br>set_explosion_max_targets<br>item_make_explosive | âś… except item_make_explosive | - |
| Animations | reg_anim_combat_check<br>reg_anim_destroy<br>reg_anim_animate_and_hide<br>reg_anim_light<br>reg_anim_change_fid<br>reg_anim_take_out<br>reg_anim_turn_towards<br>reg_anim_callback<br>reg_anim_animate_and_move | âś… except reg_anim_callback | - |
| Art and appearance | art_exists<br>refresh_pc_art<br>art_cache_clear<br>set_hero_race<br>set_hero_style | implemented: art_exists, refresh_pc_art, art_cache_clear | - |
| Tiles and paths | get_tile_fid<br>tile_under_cursor<br>tile_light<br>tile_get_objs<br>tile_refresh_display<br>obj_blocking_tile<br>tile_by_position<br>get_tile_ground_fid<br>get_tile_roof_fid<br>obj_blocking_line<br>path_find_to<br>objects_in_radius | âś… except objects_in_radius | - |
| Utility | sprintf<br>typeof<br>atoi<br>atof | âś… | - |
| Utility / Strings | string_split<br>substr<br>strlen<br>charcode<br>get_string_pointer<br>string_find<br>string_find_from<br>string_format<br>string_format_array<br>string_replace<br>string_to_case<br>string_compare | âś… | `get_string_pointer` is deprecated and intentionally omitted. |
| Interface / Tags | show_iface_tag<br>hide_iface_tag<br>is_iface_tag_active<br>set_iface_tag_text<br>add_iface_tag | âś… except set_iface_tag_text, add_iface_tag | CE only handles built-in interface tags here; custom tag creation/text is not supported yet. |
| Global variables | set_sfall_global<br>get_sfall_global_int<br>get_sfall_global_float | âś… except get_sfall_global_float | Current CE storage is int-backed; `set_sfall_global` stores integer values |
| Hooks / Hook functions | init_hook<br>get_sfall_arg<br>get_sfall_args<br>get_sfall_arg_at<br>set_sfall_return<br>set_sfall_arg<br>register_hook<br>register_hook_proc<br>register_hook_proc_spec | âś… | See below for implemented hooks. `init_hook` is deprecated and will not be implemented. register_hook_proc and register_hook_proc_spec both add hooks to the *end* of the hook list, instead of beginning and end, respectively. |
| Arrays / Array functions | create_array<br>temp_array<br>fix_array<br>get/set_array<br>resize_array<br>free_array<br>scan_array<br>len_array<br>save/load_array<br>array_key<br>arrayexpr | âś… except save_array, load_array | - |
| Perks and traits / NPC perks | set_fake_perk_npc<br>set_fake_trait_npc<br>set_selectable_perk_npc<br>has_fake_perk_npc<br>has_fake_trait_npc | not implemented | - |
| Global scripts / Global script functions | set_global_script_repeat<br>set_global_script_type<br>available_global_script_types | âś… except available_global_script_types | - |
| Combat | attack_is_aimed<br>block_combat<br>force_aimed_shots<br>disable_aimed_shots<br>get_attack_type<br>get/set_bodypart_hit_modifier<br>combat_data<br>get/set/reset_critical_table<br>get_last_target<br>get_last_attacker<br>set_critter_burst_disable<br>get/set_critter_current_ap<br>set_spray_settings<br>get/set_combat_free_move | implemented: get_attack_type, get_bodypart_hit_modifier, combat_data, set_bodypart_hit_modifier, get_critter_current_ap, set_critter_current_ap, get_combat_free_move, set_combat_free_move | - |
| Car | set_car_current_town<br>car_gas_amount<br>set_car_intface_art | implemented: all except set_car_intface_art | - |
| Interface / Windows and images | art_frame_data<br>interface_art_draw<br>interface_print<br>draw_image<br>draw_image_scaled<br>get_window_under_mouse<br>create_win<br>get_window_attribute<br>message_box<br>set_window_flag<br>win_fill_color<br>interface_overlay<br>dialog_message<br>get_text_width<br>hide_window<br>show_window<br>create_message_window | implemented: only message_box, get_text_width, show_window, create_message_window | - |
| Interface / Outline | outlined_object<br>get_outline<br>set_outline | âś… | - |
| Interface / Main interface | intface_is_hidden<br>intface_redraw<br>intface_hide<br>intface_show<br>set_quest_failure_value | implemented: only intface_redraw | `intface_redraw` only supports the zero-argument form; the optional-argument path is explicitly unimplemented. |
| Interface / Inventory | display_stats<br>inventory_redraw<br>critter_inven_obj2<br>get_current_inven_size<br>item_weight | implemented: critter_inven_obj2, item_weight | - |
| Interface / Cursor | get/set_cursor_mode | âś… | - |
| Locks | lock_is_jammed<br>unjam_lock<br>set_unjam_locks_time | not implemented | - |
| INI settings | get_ini_setting<br>get_ini_string<br>get_ini_section<br>get_ini_sections<br>get_ini_config<br>get_ini_config_db<br>set_ini_setting | âś… except get_ini_config, get_ini_config_db | `modified_ini` is intentionally omitted as deprecated. |
| Objects and scripts | set_self<br>set_dude_obj<br>real_dude_obj<br>remove_script<br>get/set_script<br>obj_is_carrying_obj<br>loot_obj<br>dialog_obj<br>obj_under_cursor<br>get/set_object_data<br>get/set_flags<br>set_unique_id<br>set_scr_name<br>obj_is_openable<br>get/set_proto_data<br>get_object_ai_data | implemented: set_self, get/set/remove_script, obj_is_carrying_obj, loot_obj, dialog_obj, obj_under_cursor, get_object_data, get_flags, set_flags, obj_is_openable, get_proto_data, set_proto_data | - |
| Other / Game management | set_movie_path<br>stop/resume_game<br>mark_movie_played<br>game_loaded<br>get_game_mode<br>get_uptime<br>signal_close_game | implemented: game_loaded, get_game_mode, get_uptime, signal_close_game | - |
| Gameplay tweaks | set_pickpocket_max<br>set_hit_chance_max<br>set_xp_mod<br>set_critter_hit_chance_mod<br>set_base_hit_chance_mod<br>set_hp_per_level_mod<br>get_unspent_ap_bonus<br>gdialog_get_barter_mod<br>set_unspent_ap_bonus<br>get/set_unspent_ap_perk_bonus<br>set_inven_ap_cost<br>set_base_pickpocket_mod<br>set_critter_pickpocket_mod<br>get_inven_ap_cost<br>set_drugs_data<br>get_kill_counter<br>mod_kill_counter<br>set_pipboy_available | implemented: gdialog_get_barter_mod | - |
| NPCs | inc_npc_level<br>get_npc_level<br>npc_engine_level_up | not implemented | - |
| Other | get_year<br>set_dm/df_model<br>active_hand<br>toggle_active_hand<br>get/set_viewport_x/y<br>hero_select_win<br>get_light_level<br>message_str_game<br>sneak_success<br>create_spatial<br>unwield_slot<br>add_g_timer_event<br>add_extra_msg_file<br>get_metarule_table<br>metarule_exist<br>remove_timer_event<br>spatial_radius | implemented: get_year, active_hand, toggle_active_hand, get_light_level, message_str_game, add_extra_msg_file, metarule_exist | `input_funcs_available`, `nb_create_char` are deprecated in sfall and intentionally absent in CE. `add_extra_msg_file` does not support the explicit `fileNumber` form in CE. |
## Hooks
| Hook | ID | Compatibility | Notes |
| --- | --- | --- | --- |
| ToHit | `HOOK_TOHIT` | âś… | - |
| AfterHitRoll | `HOOK_AFTERHITROLL` | đźš« | Et tu |
| CalcAPCost | `HOOK_CALCAPCOST` | âś… | - |
| DeathAnim1 | `HOOK_DEATHANIM1` | đźš« | Use DEATHANIM2 instead |
| DeathAnim2 | `HOOK_DEATHANIM2` | âś… | - |
| CombatDamage | `HOOK_COMBATDAMAGE` | âś… | - |
| OnDeath | `HOOK_ONDEATH` | âś… | - |
| FindTarget | `HOOK_FINDTARGET` | đźš« | (maybe) |
| UseObjOn | `HOOK_USEOBJON` | âś… | - |
| UseObj | `HOOK_USEOBJ` | âś… | CE notes an sfall-matching inconsistency around return code `2` behavior between interface contexts. |
| RemoveInvenObj | `HOOK_REMOVEINVENOBJ` | đźš« | - |
| BarterPrice | `HOOK_BARTERPRICE` | âś… | - |
| MoveCost | `HOOK_MOVECOST` | đźš« | - |
| ItemDamage | `HOOK_ITEMDAMAGE` | đźš« | - |
| AmmoCost | `HOOK_AMMOCOST` | đźš« | Et tu |
| KeyPress | `HOOK_KEYPRESS` | âś… | Third hook arg is currently `0`; CE doesn't use VK codes. |
| MouseClick | `HOOK_MOUSECLICK` | âś… | - |
| UseSkill | `HOOK_USESKILL` | đźš« | - |
| Steal | `HOOK_STEAL` | đźš« | Et tu |
| WithinPerception | `HOOK_WITHINPERCEPTION` | âś… | - |
| InventoryMove | `HOOK_INVENTORYMOVE` | âś… | - |
| InvenWield | `HOOK_INVENWIELD` | đźš« | - |
| AdjustFID | `HOOK_ADJUSTFID` | đźš« | - |
| CombatTurn | `HOOK_COMBATTURN` | âś… | - |
| StdProcedure | `HOOK_STDPROCEDURE` | âś… | - |
| StdProcedureEnd | `HOOK_STDPROCEDURE_END` | âś… | - |
| CarTravel | `HOOK_CARTRAVEL` | đźš« | - |
| SetGlobalVar | `HOOK_SETGLOBALVAR` | đźš« | - |
| RestTimer | `HOOK_RESTTIMER` | đźš« | Et tu |
| GameModeChange | `HOOK_GAMEMODECHANGE` | âś… | - |
| UseAnimObj | `HOOK_USEANIMOBJ` | đźš« | Et tu; (maybe) |
| ExplosiveTimer | `HOOK_EXPLOSIVETIMER` | đźš« | - |
| DescriptionObj | `HOOK_DESCRIPTIONOBJ` | đźš« | Et tu |
| UseSkillOn | `HOOK_USESKILLON` | đźš« | Et tu |
| OnExplosion | `HOOK_ONEXPLOSION` | đźš« | (maybe) |
| SubCombatDamage | `HOOK_SUBCOMBATDAMAGE` | đźš« | (maybe) |
| SetLighting | `HOOK_SETLIGHTING` | đźš« | Et tu; (maybe) |
| Sneak | `HOOK_SNEAK` | đźš« | - |
| TargetObject | `HOOK_TARGETOBJECT` | đźš« | (maybe) |
| Encounter | `HOOK_ENCOUNTER` | đźš« | Et tu |
| AdjustPoison | `HOOK_ADJUSTPOISON` | đźš« | (maybe) |
| AdjustRads | `HOOK_ADJUSTRADS` | đźš« | (maybe) |
| RollCheck | `HOOK_ROLLCHECK` | đźš« | - |
| BestWeapon | `HOOK_BESTWEAPON` | đźš« | - |
| CanUseWeapon | `HOOK_CANUSEWEAPON` | đźš« | - |
| BuildSfxWeapon | `HOOK_BUILDSFXWEAPON` | đźš« | - |
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;
; Game general config
;
; Fallout 2
;
[start]
; Starting year, month, day. Month and day are 0-indexed (0 = January, 0 = first day of month).
year=2241
month=6
day=24
; To start a new game somewhere other than artemple.map, set this to the map file name.
map=
; Starting (tribal) and default (jumpsuit) player models. Can also be changed in-game via script.
model_male=hmwarr
model_male_default=hmjmps
model_female=hfprim
model_female_default=hfjmps
; Set to 1 if you want the pipboy to be available at the start of the game.
; Set to 2 to make the pipboy available by only skipping the vault suit movie check.
pipboy=0
[karma]
; FRM numbers for karma icons on the character screen. Number of points entries should be 1 less than number of frms entries.
; Example: frms=47,48,49 points=-100,100
frms=
points=
[items]
; Proto IDs for healing items.
stimpak=40
super_stimpak=144
healing_powder=273
[dialog]
; Set to 1 to prevent using 0 to escape from dialogue at any time.
no_exit_hotkey=1
; Set to 1 to allow using '^' in dialog msg files to specify gender-based alternative text.
; Text must be enclosed in angle brackets, e.g. <MaleText^FemaleText>.
gender_words=0
[main_menu]
; Custom version string shown on the main menu. Supports up to two %d placeholders for the game version numbers.
; Example: FALLOUT II v1.02d
version_string=
; Font color for the version string and copyright text. Last byte picks the color (default 0x3C).
; First byte flags: 1 - version string only, 2 - underline, 4 - monospace font.
; Example: 0x000055
font_color=0
; Font color for the main menu button text.
big_font_color=0
; Pixel offset for main menu buttons.
offset_x=0
offset_y=0
; Pixel offset for the copyright text line.
credits_offset_x=0
credits_offset_y=0
[movies]
; Number of days after game start when each Hakunin dream sequence becomes available.
artimer1=90
artimer2=180
artimer3=270
artimer4=360
[combat]
; Damage formula used to calculate combat damage.
; 0 - Fallout default, 1 - Glovz's Damage Fix, 2 - Glovz's Damage Fix with Damage Multiplier tweak, 5 - Haenlomal's Yet Another Ammo Mod
; Don't change this unless another mod explicitly requires it.
damage_formula=0
; Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
bonus_hth_damage_fix=1
; Set to 1 to remove the time limits that prevent critical hits/misses in the first few days of the game.
remove_critical_time_limits=0
; Set to 1 to allow science and repair to be used on the player, or 2 for all critters (rather than only brahmin/robots).
science_on_critters=0
; Set to 1 to enable modified burst bullet distribution (spray mod).
burst_enabled=0
; Ratio of bullets going to the center group vs. left/right in burst attacks. Multiplier is capped at divisor.
burst_center_mult=1
burst_center_div=3
; Ratio of center-group bullets that target the primary target directly. Multiplier is capped at divisor.
burst_target_mult=1
burst_target_div=2
[explosions]
; Set to 1 to make explosions and projectiles emit light.
emit_light=0
; Dynamite damage range. Max is capped at 9999; min is capped at max.
dynamite_max=50
dynamite_min=30
; Plastic explosive damage range. Max is capped at 9999; min is capped at max.
plastic_explosive_max=80
plastic_explosive_min=40
[skilldex]
; FRM numbers for Skilldex skill cursors. Default is 293 for all skills.
lockpick=293
steal=293
traps=293
first_aid=293
doctor=293
science=293
repair=293
[worldmap]
; Set to 1 to prevent using number keys to enter unvisited areas on a town map.
town_map_hotkeys_fix=1
; Set to 1 to show travel markers on the world map, or 2 to show only when sneaking.
trail_markers=0
; Set to 1 to skip the encounter with Frank Horrigan.
disable_horrigan=0
; City reputation overrides. Syntax: city_id:global_id pairs separated by commas.
; Example: 0:5001,2:5003,3:5004
city_reputation_list=
[characters]
; Custom premade characters for the character selection screen.
; premade_paths is a comma-separated list of file names (max 11 chars each) in the premade\ folder, without extension.
; premade_fids is a comma-separated list of FRM numbers for the character portrait, matching the order of premade_paths.
; Example: premade_paths=combat,diplomat,stealth premade_fids=201,203,202
premade_paths=
premade_fids=
[text]
; Comma-separated list of extra game message file names (without .msg extension) to load from the game\ folder.
; Use 'filename:number' syntax to assign explicit IDs. Access via message_str_game script function.
extra_msg_file_list=
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;sfall configuration settings for Fallout 2 CE
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Main]
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]
;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
;ConfigFile=
;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
;If you want to load multiple patch files (up to 1000) at once, you can include a %d in the file name (sprintf syntax)
;PatchFile=patch%03d.dat
;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
;Set to 3 to use a new format CriticalOverrides.ini file, with preadded bug fixes
;If the ExtraKillTypes option is enabled, this should be set to 3, with containing entries for any new types
;Must be non-zero to use the edit/get/reset_critical script functions
;OverrideCriticalTable=2
;Set to 1 to add additional pages of save slots !!! can be implemented !!!
;ExtraSaveSlots=1
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; Configuration ini files
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;To change the path and filename of the critical table file, uncomment the next line
;OverrideCriticalFile=config\CriticalOverrides.ini
;To add additional books to the game, uncomment the next line and point to a file containing book information
;See the Books.ini in the modders pack for an example file
;BooksFile=sfall\Books.ini
;Point to an ini file containing elevator data
;ElevatorsFile=config\Elevators.ini
;Allows you to change the requirements and effects of unarmed attacks
;See the Unarmed.ini in the modders pack for an example file
;UnarmedFile=sfall\Unarmed.ini
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Scripts]
;Uncomment the option to specify an additional directory for ini files used by scripts
;The game will search for ini files first relative to this directory and then relative to the root directory if not found
;The path length is limited to 61 characters
;IniConfigFolder=mods\iniConfigs
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@@ -1,50 +0,0 @@
;hi-res configuration settings for Fallout 2 CE
;##################################################################################################################
[MAIN]
; Set SCALE_2X=1 to scale the game x2.
; Note: This will increase the minimum resolution to from 640x480 to 1280x960.
SCALE_2X=1
; Set the Fullscreen resolution here.
SCR_WIDTH=640
SCR_HEIGHT=480
; Set WINDOWED=1 to enable windowed mode.
WINDOWED=1
;##################################################################################################################
[IFACE]
; if IFACE_BAR_MODE=0 - the bottom of the map view window sits at the top of the IFACE Bar.
; if IFACE_BAR_MODE=1 - the bottom of the map view window extends to the base of the screen and is overlapped by the IFACE Bar.
IFACE_BAR_MODE=0
;if IFACE_BAR_SIDE_ART=0 - Black, No Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=1 - Metal (grey) look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=2 - Leather look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=3-6 - Alternative Metal look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=7 - Alternative Leather look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=8 - Metal (brown) look Iface-bar side art used.
IFACE_BAR_SIDE_ART=2
;if IFACE_BAR_SIDES_ORI=0 - Iface-bar side graphics extend from the Iface-Bar to the Screen edges.
;if IFACE_BAR_SIDES_ORI=1 - Iface-bar side graphics extend from the Screen edges to the Iface-Bar.
IFACE_BAR_SIDES_ORI=0
;This will increase the width of the interface bar expanding the area used to display text.
;if IFACE_BAR_WIDTH=640 - Interface bar will remain at it's original width.
;if IFACE_BAR_WIDTH=800 - Interface bar will use 800pix wide asset from f2_res.dat. Note
IFACE_BAR_WIDTH=640
;##################################################################################################################
[STATIC_SCREENS]
; if set to 0 - background image will display at its original size.
; if set to 1 - background image will stretch to fit the screen while maintaining its aspect ratio.
; if set to 2 - background image will stretch to fill the screen.
SPLASH_SCRN_SIZE=2
-115
View File
@@ -1,115 +0,0 @@
[debug]
;Set this to a valid path to save a copy of the console contents
console_output_path=
mode=log
output_map_data_info=1
show_load_info=1
show_script_messages=1
show_tile_num=1
window_height=192
window_width=300
[mapper]
default_f8_as_game=1
fix_map_inventory=0
fix_map_objects=0
ignore_rebuild_errors=0
librarian=0
override_librarian=0
rebuild_protos=0
run_mapper_as_game=0
save_text_maps=0
show_pid_numbers=0
sort_script_list=0
use_art_not_protos=0
[preferences]
brightness=1.000000
combat_difficulty=1
combat_looks=1
combat_messages=1
combat_speed=50
combat_taunts=1
game_difficulty=1
item_highlight=1
language_filter=0
mouse_sensitivity=1.000000
player_speedup=0
running=1
running_burning_guy=1
subtitles=1
target_highlight=1
text_base_delay=6.000000
text_line_delay=2.000000
violence_level=3
[screen]
resolution_x=640
resolution_y=480
scale=1
windowed=1
[sound]
cache_size=448
debug=1
debug_sfxc=1
gapless_music=1
initialize=1
master_volume=22281
music=1
music_path1=data\sound\music\
music_path2=sound\music\
music_volume=22281
sndfx_volume=22281
sounds=1
speech=1
speech_volume=22281
[system]
art_cache_size=8
color_cycling=1
critter_dat=critter.dat
critter_patches=data
cycle_speed_factor=1
executable=game
free_space=20480
hashing=1
interrupt_walk=1
language=english
master_dat=master.dat
master_patches=data
screenshots_format=png
scroll_lock=0
splash=5
[ui]
;Speed up or slow down all UI animations such as screen fade, dialog window show/hide, AC numbers roll, etc.
anim_speed=2.000000
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand
;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
;auto_quick_save sets how many pages you want to use for quick saving (valid range: 1..10)
;Set to 0 to disable
auto_quick_save=3
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
display_bonus_damage=1
;Set to 1 to get notification of karma changes in the notification window
display_karma_changes=0
;Set to one to hide areas outside map bounds when using higher than 640x480 resolution, and to zero to disable
enable_high_resolution_stencil=1
iface_bar_mode=0
iface_bar_side_art=2
iface_bar_sides_ori=0
iface_bar_width=800
ignore_map_edges=0
;Set to 1 to display numbered dialogue options
numbers_in_dialogue=0
;Set to 1 to skip the 3 opening movies
;Set to 2 to also skip the splash screen
skip_opening_movies=0
splash_screen_size=1
[qol]
; Automatically open doors that are unlocked and has no script attached.
auto_open_doors=0
; Overrides distance at which walk animation is used when using an object.
use_walk_distance=5
-7
View File
@@ -1,7 +0,0 @@
#!/bin/bash
docker run --rm \
-v $(pwd):/app --workdir /app \
--user $(id -u):$(id -g) silkeh/clang:18 \
bash -c 'find src -type f -name \*.cc -o -name \*.h | xargs clang-format -i'
+3 -100
View File
@@ -2,97 +2,12 @@ plugins {
id 'com.android.application'
}
def sdlJavaBindingsDir = file('src/main/java/org/libsdl/app')
def findFetchedSdlJavaBindingsDir = { String variantName ->
String variantCap = variantName.capitalize()
File intermediatesVariantDir = file("build/intermediates/cxx/${variantCap}")
if (!intermediatesVariantDir.isDirectory()) {
throw new GradleException("SDL sync check failed: missing active CXX intermediates under ${intermediatesVariantDir}. Run externalNativeBuild${variantCap} first.")
}
File[] activeHashDirs = intermediatesVariantDir.listFiles()
if (activeHashDirs == null) {
throw new GradleException("SDL sync check failed: could not list active CXX intermediates under ${intermediatesVariantDir}.")
}
activeHashDirs = activeHashDirs.findAll { it.isDirectory() }.sort { a, b -> a.name <=> b.name }
if (activeHashDirs.size() != 1) {
throw new GradleException(
"SDL sync check failed: expected exactly one active CXX hash directory under ${intermediatesVariantDir}, found ${activeHashDirs*.name}."
)
}
File fetchedDir = file(".cxx/${variantCap}/${activeHashDirs[0].name}/arm64-v8a/_deps/sdl2-src/android-project/app/src/main/java/org/libsdl/app")
if (!fetchedDir.isDirectory()) {
throw new GradleException("SDL sync check failed: could not locate fetched SDL Java bindings under ${fetchedDir}.")
}
return fetchedDir
}
def assertSdlJavaBindingsMatch = { String variantName ->
File fetchedDir = findFetchedSdlJavaBindingsDir(variantName)
if (!sdlJavaBindingsDir.isDirectory()) {
throw new GradleException("SDL sync check failed: committed SDL Java bindings directory is missing or unreadable: ${sdlJavaBindingsDir}.")
}
File[] committedFiles = sdlJavaBindingsDir.listFiles()
if (committedFiles == null) {
throw new GradleException("SDL sync check failed: could not list committed SDL Java bindings directory: ${sdlJavaBindingsDir}.")
}
File[] fetchedFiles = fetchedDir.listFiles()
if (fetchedFiles == null) {
throw new GradleException("SDL sync check failed: could not list fetched SDL Java bindings directory: ${fetchedDir}.")
}
Set<String> committedNames = committedFiles
.findAll { it.isFile() && it.name.endsWith('.java') }
.collect { it.name }
.toSet()
Set<String> fetchedNames = fetchedFiles
.findAll { it.isFile() && it.name.endsWith('.java') }
.collect { it.name }
.toSet()
Set<String> missingFromCommitted = fetchedNames - committedNames
Set<String> extraInCommitted = committedNames - fetchedNames
if (!missingFromCommitted.isEmpty() || !extraInCommitted.isEmpty()) {
throw new GradleException(
"SDL Android Java bindings are out of sync with native SDL for ${variantName}.\n" +
"Fetched SDL dir: ${fetchedDir}\n" +
"Missing from committed bindings: ${missingFromCommitted.sort()}\n" +
"Extra committed bindings: ${extraInCommitted.sort()}\n" +
"Sync os/android/app/src/main/java/org/libsdl/app from the fetched SDL android-project sources."
)
}
List<String> changedFiles = committedNames.findAll { fileName ->
File committedFile = new File(sdlJavaBindingsDir, fileName)
File fetchedFile = new File(fetchedDir, fileName)
committedFile.getText('UTF-8') != fetchedFile.getText('UTF-8')
}.sort()
if (!changedFiles.isEmpty()) {
throw new GradleException(
"SDL Android Java bindings are out of sync with native SDL for ${variantName}.\n" +
"Fetched SDL dir: ${fetchedDir}\n" +
"Changed files: ${changedFiles}\n" +
"Sync os/android/app/src/main/java/org/libsdl/app from the fetched SDL android-project sources."
)
}
}
android {
compileSdk 32
defaultConfig {
applicationId 'com.alexbatalov.fallout2ce'
minSdk 24
minSdk 21
targetSdk 32
versionCode 4
versionName '1.3.0'
@@ -163,20 +78,8 @@ android {
}
applicationVariants.all { variant ->
String variantCap = variant.name.capitalize()
String syncCheckTaskName = "checkSdlJavaBindingsSync${variantCap}"
if (!project.hasProperty('EXCLUDE_NATIVE_LIBS')) {
tasks.register(syncCheckTaskName) {
dependsOn("externalNativeBuild${variantCap}")
doLast {
assertSdlJavaBindingsMatch(variant.name)
}
}
tasks["merge${variantCap}Assets"]
.dependsOn(syncCheckTaskName)
}
tasks["merge${variant.name.capitalize()}Assets"]
.dependsOn("externalNativeBuild${variant.name.capitalize()}")
}
if (!project.hasProperty('EXCLUDE_NATIVE_LIBS')) {
@@ -186,7 +186,7 @@ class HIDDeviceBLESteamController extends BluetoothGattCallback implements HIDDe
// Because on Chromebooks we show up as a dual-mode device, it will attempt to connect TRANSPORT_AUTO, which will use TRANSPORT_BREDR instead
// of TRANSPORT_LE. Let's force ourselves to connect low energy.
private BluetoothGatt connectGatt(boolean managed) {
if (Build.VERSION.SDK_INT >= 23 /* Android 6.0 (M) */) {
if (Build.VERSION.SDK_INT >= 23) {
try {
return mDevice.connectGatt(mManager.getContext(), managed, this, TRANSPORT_LE);
} catch (Exception e) {
@@ -429,7 +429,7 @@ class HIDDeviceBLESteamController extends BluetoothGattCallback implements HIDDe
}
});
}
}
}
else if (newState == 0) {
mIsConnected = false;
}

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